Project 2 Idea 2
January 28th, 2008
After ditching the Asteroids idea…
FLVORMIX
Flvormix will allow people to send their youTube playlists to other people to watch on a customized screen instead of the youTube website.
Homepage:

Here people would either select to share a playlist of their own or to view a gallery of other playlists people have created.
If they choose to make their own list they come to a screen something like this:

They would fill out the info and the next screen they would get to choose what background they would like to house the youtube player in. This would create a unique URL that they could then send to other people.
I would like to have at least 4 different backgrounds done for this course.
The Gallery
I wanted the gallery to be cool so I am going to try out papervision and try to make a simple 3d gallery to show recent mixes that people have shared.
Project 2 – Design Doc
January 12th, 2008
Asteroids
PDF Version Here
Project Description
A version of the classic game Asteroids where a player controls a space ship and must dodge or destroy incoming objects or else be destroyed by them.
Game Menu Page Interface
The game will be fullscreen flash and will be made to be played online. When the site first loads it will fill the browser window and have five buttons.
The two main buttons:
Instructions – opens a small window explaining the game.
Play – starts the game and switches the screen to fullscreen mode.
And three smaller buttons:
Volume – duh.
About this game – about section and my portfolio link.
Leaderboard – opens the leaderboard window of the top scores.
In-Game Interface
Player Info – shows number of lives and hit points remaining.
Inventory – a line of icons showing the players different guns and special items.
Score – shows both current level and total score.
User Control
The game will be completely mouse controlled. This will allow users to do everything needed in the game while only requiring minimal effort with one hand on their part. When the mouse cursor is within a short range of the ship it will rotate the ship to face the cursor. When the mouse is moved outside of this range the ship will follow the cursor to its new location. To fire the ships gun the player just clicks. The gun can be fired at any time.
Game Progression
The game will have around 10 levels, each with a set number of asteroid objects that will move accross the screen. Players will progress to the next level when all the objects have finished moving and the player is still alive. Each level will have more objects and they will move faster.
Score Calculation
The players total score is calculated by adding points for asteroids destroyed and subtracting points when the player ship is hit by asteroids. There may also be bonus points that can be collected by the player. Shooting accruacy may also be used to calculate bonus points.
Getting Hurt and Loosing
Players will start with three lives and 100 health. Each asteroid object will do a set amount of damage based on its size speed and the current game level. If the ship is hit it will go into an invincibility mode for 1 second. When a player dies a fourth time, they loose the game and are given a prompt to enter their name and score in the leaderboard
Leaderboard
The leaderboard will contain the top 100 scores. It will show the player’s name, their score, and the date they played.
Graphical Style
Asteroid calls for a top down 2D view, and this game will have the same look. The actual elements in the game can go one of two directions.
The first is a completely flat, vector look. This allows for dynamic creation of level background graphics and asteroid objects by choosing layout and color completely through code. All objects would also be animated through code, which is easy to impliment but also very limiting. This method also will keep the file size very very small.
The probem with this style is the graphics may seem bland at times since they are generated and have no texture.
The second style is a completely handmade very textured look. Objects will be modeled and animated in 3D and then rendered out to frames and brought into flash. This approach would mean that every level looks exactly the same every time the game is played. It also means that load times would be pretty long for each level.
Vector Samples:

Raster Samples:

Processing Pieces
December 29th, 2007
These were created using an invisible image in the background to pull colors from. Wherever the mouse cursor on the image was, it would draw a line that same color. The curve of the line is determined by the brightness and hue of the pixel. The end point of the line is based on a timer that is running while the program draws. It sequentially moves left to right top to bottom for the end point, then repeats.
Final Project
November 13th, 2007
I decided to do a self promotional piece. This project metaphorically represents what many people go through while creating a new media project.
Project Link: http://errolschwartz.com/pain
Stills:
Project 2
October 5th, 2007
For project 2 I made an image uploader that resizes the image to fill the users screen. It also has a comment system.








